/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_StateMachine.h
Information about an active transition on the transition stack.
struct FAnimationActiveTransitionEntry
float
Alpha
The transition alpha between next and previous states.
bool
bActive
Is this transition active?
FAlphaBlend
Blend
Blend object to handle alpha interpolation.
EAlphaBlendOpti...
BlendOption
Type of blend to use.
TObjectPtr<UBl...
BlendProfile
Blend profile to use for this transition. Specifying this will make the transition evaluate per-bone.
float
CrossfadeDuration
Duration of this cross-fade (may be shorter than the nominal duration specified by the state machine if the target state had non-zero weight at the start)
FPoseLink
CustomTransitionGraph
Graph to run that determines the final pose for this transition.
float
ElapsedTime
Elapsed time for this transition.
int32
EndNotify
TArray< FTransf...
InputPose
Cached Pose for this transition.
int32
InterruptNotify
TEnumAsByte<ET...
LogicType
int32
NextState
To and from state ids.
TArray<FAnimNo...
PoseEvaluators
int32
PreviousState
TArray< int32, ...
SourceTransitionIndices
int32
StartNotify
Notifies are copied from the reference transition info.
TArray<FBlendS...
StateBlendData
Blend data used for per-bone animation evaluation.